import math import re from .Locations import DLCQuestLocation from ..generic.Rules import add_rule, set_rule from .Items import DLCQuestItem from BaseClasses import ItemClassification from . import Options def create_event(player, event: str): return DLCQuestItem(event, ItemClassification.progression, None, player) def set_rules(world, player, World_Options: Options.DLCQuestOptions): def has_enough_coin(player: int, coin: int): def has_coin(state, player: int, coins: int): coin_possessed = 0 for i in [4, 7, 9, 10, 46, 50, 60, 76, 89, 100, 169, 203]: name_coin = f"{i} coins" if state.has(name_coin, player): coin_possessed += i return coin_possessed >= coins return lambda state: has_coin(state, player, coin) def has_enough_coin_freemium(player: int, coin: int): def has_coin(state, player: int, coins: int): coin_possessed = 0 for i in [20, 50, 90, 95, 130, 150, 154, 200]: name_coin = f"{i} coins freemium" if state.has(name_coin, player): coin_possessed += i return coin_possessed >= coins return lambda state: has_coin(state, player, coin) if World_Options[Options.Campaign] == Options.Campaign.option_basic or World_Options[ Options.Campaign] == Options.Campaign.option_both: set_rule(world.get_entrance("Moving", player), lambda state: state.has("Movement Pack", player)) set_rule(world.get_entrance("Cloud", player), lambda state: state.has("Psychological Warfare Pack", player)) set_rule(world.get_entrance("Forest Entrance", player), lambda state: state.has("Map Pack", player)) set_rule(world.get_entrance("Forest True Double Jump", player), lambda state: state.has("Double Jump Pack", player)) if World_Options[Options.ItemShuffle] == Options.ItemShuffle.option_disabled: set_rule(world.get_entrance("Behind Ogre", player), lambda state: state.has("Gun Pack", player)) if World_Options[Options.TimeIsMoney] == Options.TimeIsMoney.option_required: set_rule(world.get_entrance("Tree", player), lambda state: state.has("Time is Money Pack", player)) set_rule(world.get_entrance("Cave Tree", player), lambda state: state.has("Time is Money Pack", player)) set_rule(world.get_location("Shepherd Sheep", player), lambda state: state.has("Time is Money Pack", player)) set_rule(world.get_location("North West Ceiling Sheep", player), lambda state: state.has("Time is Money Pack", player)) set_rule(world.get_location("North West Alcove Sheep", player), lambda state: state.has("Time is Money Pack", player)) set_rule(world.get_location("West Cave Sheep", player), lambda state: state.has("Time is Money Pack", player)) if World_Options[Options.ItemShuffle] == Options.ItemShuffle.option_shuffled: set_rule(world.get_entrance("Behind Ogre", player), lambda state: state.has("Gun", player)) set_rule(world.get_entrance("Tree", player), lambda state: state.has("Sword", player) or state.has("Gun", player)) set_rule(world.get_entrance("Cave Tree", player), lambda state: state.has("Sword", player) or state.has("Gun", player)) set_rule(world.get_entrance("True Double Jump", player), lambda state: state.has("Double Jump Pack", player)) set_rule(world.get_location("Shepherd Sheep", player), lambda state: state.has("Sword", player) or state.has("Gun", player)) set_rule(world.get_location("North West Ceiling Sheep", player), lambda state: state.has("Sword", player) or state.has("Gun", player)) set_rule(world.get_location("North West Alcove Sheep", player), lambda state: state.has("Sword", player) or state.has("Gun", player)) set_rule(world.get_location("West Cave Sheep", player), lambda state: state.has("Sword", player) or state.has("Gun", player)) if World_Options[Options.TimeIsMoney] == Options.TimeIsMoney.option_required: set_rule(world.get_location("Sword", player), lambda state: state.has("Time is Money Pack", player)) if World_Options[Options.FalseDoubleJump] == Options.FalseDoubleJump.option_none: set_rule(world.get_entrance("Cloud Double Jump", player), lambda state: state.has("Double Jump Pack", player)) set_rule(world.get_entrance("Forest Double Jump", player), lambda state: state.has("Double Jump Pack", player)) if World_Options[Options.FalseDoubleJump] == Options.FalseDoubleJump.option_none or World_Options[ Options.FalseDoubleJump] == Options.FalseDoubleJump.option_simple: set_rule(world.get_entrance("Behind Tree Double Jump", player), lambda state: state.has("Double Jump Pack", player)) set_rule(world.get_entrance("Cave Roof", player), lambda state: state.has("Double Jump Pack", player)) if World_Options[Options.CoinSanity] == Options.CoinSanity.option_coin: number_of_bundle = math.floor(825 / World_Options[Options.CoinSanityRange]) for i in range(number_of_bundle): item_coin = "DLC Quest: number Coin" item_coin_loc = re.sub("number", str(World_Options[Options.CoinSanityRange] * (i + 1)), item_coin) set_rule(world.get_location(item_coin_loc, player), has_enough_coin(player, World_Options[Options.CoinSanityRange] * (i + 1))) if 825 % World_Options[Options.CoinSanityRange] != 0: set_rule(world.get_location("DLC Quest: 825 Coin", player), has_enough_coin(player, 825)) set_rule(world.get_location("Movement Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(4 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Animation Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Audio Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Pause Menu Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Time is Money Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(20 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Double Jump Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(100 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Pet Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Sexy Outfits Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Top Hat Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Map Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(140 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Gun Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(75 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("The Zombie Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Night Map Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(75 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Psychological Warfare Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(50 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Armor for your Horse Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(250 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Finish the Fight Pack", player), lambda state: state.has("DLC Quest: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) if World_Options[Options.CoinSanity] == Options.CoinSanity.option_none: set_rule(world.get_location("Movement Pack", player), has_enough_coin(player, 4)) set_rule(world.get_location("Animation Pack", player), has_enough_coin(player, 5)) set_rule(world.get_location("Audio Pack", player), has_enough_coin(player, 5)) set_rule(world.get_location("Pause Menu Pack", player), has_enough_coin(player, 5)) set_rule(world.get_location("Time is Money Pack", player), has_enough_coin(player, 20)) set_rule(world.get_location("Double Jump Pack", player), has_enough_coin(player, 100)) set_rule(world.get_location("Pet Pack", player), has_enough_coin(player, 5)) set_rule(world.get_location("Sexy Outfits Pack", player), has_enough_coin(player, 5)) set_rule(world.get_location("Top Hat Pack", player), has_enough_coin(player, 5)) set_rule(world.get_location("Map Pack", player), has_enough_coin(player, 140)) set_rule(world.get_location("Gun Pack", player), has_enough_coin(player, 75)) set_rule(world.get_location("The Zombie Pack", player), has_enough_coin(player, 5)) set_rule(world.get_location("Night Map Pack", player), has_enough_coin(player, 75)) set_rule(world.get_location("Psychological Warfare Pack", player), has_enough_coin(player, 50)) set_rule(world.get_location("Armor for your Horse Pack", player), has_enough_coin(player, 250)) set_rule(world.get_location("Finish the Fight Pack", player), has_enough_coin(player, 5)) if World_Options[Options.EndingChoice] == Options.EndingChoice.option_any: set_rule(world.get_location("Winning Basic", player), lambda state: state.has("Finish the Fight Pack", player)) if World_Options[Options.EndingChoice] == Options.EndingChoice.option_true: set_rule(world.get_location("Winning Basic", player), lambda state: state.has("Armor for your Horse Pack", player) and state.has("Finish the Fight Pack", player)) if World_Options[Options.Campaign] == Options.Campaign.option_live_freemium_or_die or World_Options[ Options.Campaign] == Options.Campaign.option_both: set_rule(world.get_entrance("Wall Jump Entrance", player), lambda state: state.has("Wall Jump Pack", player)) set_rule(world.get_entrance("Harmless Plants", player), lambda state: state.has("Harmless Plants Pack", player)) set_rule(world.get_entrance("Pickaxe Hard Cave", player), lambda state: state.has("Pickaxe", player)) set_rule(world.get_entrance("Name Change Entrance", player), lambda state: state.has("Name Change Pack", player)) set_rule(world.get_entrance("Cut Content Entrance", player), lambda state: state.has("Cut Content Pack", player)) set_rule(world.get_entrance("Blizzard", player), lambda state: state.has("Season Pass", player)) set_rule(world.get_entrance("Boss Door", player), lambda state: state.has("Big Sword Pack", player) and state.has("Really Big Sword Pack", player) and state.has( "Unfathomable Sword Pack", player)) set_rule(world.get_location("I Get That Reference!", player), lambda state: state.has("Death of Comedy Pack", player)) set_rule(world.get_location("Story is Important", player), lambda state: state.has("DLC NPC Pack", player)) if World_Options[Options.ItemShuffle] == Options.ItemShuffle.option_disabled: set_rule(world.get_entrance("Vines", player), lambda state: state.has("Incredibly Important Pack", player)) set_rule(world.get_entrance("Behind Rocks", player), lambda state: state.can_reach("Cut Content", 'region', player)) if World_Options[Options.ItemShuffle] == Options.ItemShuffle.option_shuffled: set_rule(world.get_entrance("Vines", player), lambda state: state.has("Wooden Sword", player) or state.has("Pickaxe", player)) set_rule(world.get_entrance("Behind Rocks", player), lambda state: state.has("Pickaxe", player)) set_rule(world.get_location("Wooden Sword", player), lambda state: state.has("Incredibly Important Pack", player)) set_rule(world.get_location("Pickaxe", player), lambda state: state.has("Humble Indie Bindle", player)) set_rule(world.get_location("Humble Indie Bindle", player), lambda state: state.has("Box of Various Supplies", player) and state.can_reach("Cut Content", 'region', player)) set_rule(world.get_location("Box of Various Supplies", player), lambda state: state.can_reach("Cut Content", 'region', player)) if World_Options[Options.CoinSanity] == Options.CoinSanity.option_coin: number_of_bundle = math.floor(889 / World_Options[Options.CoinSanityRange]) for i in range(number_of_bundle): item_coin_freemium = "Live Freemium or Die: number Coin" item_coin_loc_freemium = re.sub("number", str(World_Options[Options.CoinSanityRange] * (i + 1)), item_coin_freemium) set_rule(world.get_location(item_coin_loc_freemium, player), has_enough_coin_freemium(player, World_Options[Options.CoinSanityRange] * (i + 1))) if 889 % World_Options[Options.CoinSanityRange] != 0: set_rule(world.get_location("Live Freemium or Die: 889 Coin", player), has_enough_coin_freemium(player, 889)) set_rule(world.get_entrance("Boss Door", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(889 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Particles Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Day One Patch Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Checkpoint Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Incredibly Important Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(15 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Wall Jump Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(35 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Health Bar Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Parallax Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(5 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Harmless Plants Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(130 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Death of Comedy Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(15 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Canadian Dialog Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(10 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("DLC NPC Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(15 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Cut Content Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(40 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Name Change Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(150 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Season Pass", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(199 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("High Definition Next Gen Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(20 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Increased HP Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(10 / World_Options[Options.CoinSanityRange]))) set_rule(world.get_location("Remove Ads Pack", player), lambda state: state.has("Live Freemium or Die: Coin Bundle", player, math.ceil(25 / World_Options[Options.CoinSanityRange]))) if World_Options[Options.CoinSanity] == Options.CoinSanity.option_none: set_rule(world.get_entrance("Boss Door", player), has_enough_coin_freemium(player, 889)) set_rule(world.get_location("Particles Pack", player), has_enough_coin_freemium(player, 5)) set_rule(world.get_location("Day One Patch Pack", player), has_enough_coin_freemium(player, 5)) set_rule(world.get_location("Checkpoint Pack", player), has_enough_coin_freemium(player, 5)) set_rule(world.get_location("Incredibly Important Pack", player), has_enough_coin_freemium(player, 15)) set_rule(world.get_location("Wall Jump Pack", player), has_enough_coin_freemium(player, 35)) set_rule(world.get_location("Health Bar Pack", player), has_enough_coin_freemium(player, 5)) set_rule(world.get_location("Parallax Pack", player), has_enough_coin_freemium(player, 5)) set_rule(world.get_location("Harmless Plants Pack", player), has_enough_coin_freemium(player, 130)) set_rule(world.get_location("Death of Comedy Pack", player), has_enough_coin_freemium(player, 15)) set_rule(world.get_location("Canadian Dialog Pack", player), has_enough_coin_freemium(player, 10)) set_rule(world.get_location("DLC NPC Pack", player), has_enough_coin_freemium(player, 15)) set_rule(world.get_location("Cut Content Pack", player), has_enough_coin_freemium(player, 40)) set_rule(world.get_location("Name Change Pack", player), has_enough_coin_freemium(player, 150)) set_rule(world.get_location("Season Pass", player), has_enough_coin_freemium(player, 199)) set_rule(world.get_location("High Definition Next Gen Pack", player), has_enough_coin_freemium(player, 20)) set_rule(world.get_location("Increased HP Pack", player), has_enough_coin_freemium(player, 10)) set_rule(world.get_location("Remove Ads Pack", player), has_enough_coin_freemium(player, 25)) if World_Options[Options.Campaign] == Options.Campaign.option_basic: world.completion_condition[player] = lambda state: state.has("Victory Basic", player) if World_Options[Options.Campaign] == Options.Campaign.option_live_freemium_or_die: world.completion_condition[player] = lambda state: state.has("Victory Freemium", player) if World_Options[Options.Campaign] == Options.Campaign.option_both: world.completion_condition[player] = lambda state: state.has("Victory Basic", player) and state.has( "Victory Freemium", player)